Commented out noisy Debug.Logs

This commit is contained in:
MrGadget1024 2021-10-31 17:19:23 -04:00
parent 803e804d87
commit 6067308ff6

View File

@ -925,7 +925,7 @@ protected void FinishLoadScene()
// NOTE: this cannot use NetworkClient.allClients[0] - that client may be for a completely different purpose.
// process queued messages that we received while loading the scene
Debug.Log("FinishLoadScene: resuming handlers after scene was loading.");
//Debug.Log("FinishLoadScene: resuming handlers after scene was loading.");
NetworkServer.isLoadingScene = false;
NetworkClient.isLoadingScene = false;
@ -955,7 +955,7 @@ void FinishLoadSceneHost()
{
// debug message is very important. if we ever break anything then
// it's very obvious to notice.
Debug.Log("Finished loading scene in host mode.");
//Debug.Log("Finished loading scene in host mode.");
if (clientReadyConnection != null)
{
@ -1006,7 +1006,7 @@ void FinishLoadSceneServerOnly()
{
// debug message is very important. if we ever break anything then
// it's very obvious to notice.
Debug.Log("Finished loading scene in server-only mode.");
//Debug.Log("Finished loading scene in server-only mode.");
NetworkServer.SpawnObjects();
OnServerSceneChanged(networkSceneName);
@ -1018,7 +1018,7 @@ void FinishLoadSceneClientOnly()
{
// debug message is very important. if we ever break anything then
// it's very obvious to notice.
Debug.Log("Finished loading scene in client-only mode.");
//Debug.Log("Finished loading scene in client-only mode.");
if (clientReadyConnection != null)
{